Opening Story Teaser: You start out on the Flagstones next to one of the Great Houses and ask for acceptance into the House. From there they put you into a small Tournament, as a testing of skills. Based on your performance, a Merchant may ask for your services in protecting a caravan of goods that needs to be delivered through a hostile Goblin's territory.
The plane that it takes place on is an alternate Dominaria.
On the Plane of Dominaria Mana flowed with abundance. Many Mages were born and thrived on this Plane. Civilizations came and went, but the study and use of every Color of Magic never did. Among those blessed with the gift of Magic are some with the Planeswalker Spark. Five of the Spark Blessed who’s Spark Ignited stayed on Dominaria and continued to duel with each other. Each of the Five’s original Color was different from one another’s, which bred rivalries and allies among them.
Years ago a great evil force came to Dominaria to take all of its Mana. This force was led by Yawgmoth. Yawgmoth has been leading his contingent of Mages across the Multi-verse forcibly taking over each Plane they come across. They used the Mana from each Plane they conquered to help in the conquest of the next one they find. Because of the threat that Yawgmoth is the Five Planeswalkers put aside their differences in order to defend the Plane that they love.
The battles between the Five and Yawgmoth depleted Dominaria’s Mana greatly. The Five ‘Walkers mainly having control over Mana from just Dominaria were slowly losing ground to Yawgmoth’s forces. They could see that they wouldn’t be able to defeat Yawgmoth at this time, so they made a bold move. The Five gave up their Sparks in order to create a spell that would protect Dominaria from an invasion by Yawgmoth so long as there were not more than Four Planeswalkers on the Plane at one time.
After they cast their spell the Five knew that they must prepare a new generation of Mages with Planeswalker Sparks. To do this each one went to a different point on the Plane to find Mages and set up Institutes of Arcane Studies. They knew that among the Mages that would join there would have to be a select few with the Spark, and that the Institutes would be the best way to find them. Once found the Five would help each of them to master all of the Colors of Magic and hopefully ignite their Sparks.
Over time the Five Institutes became known as The Moxes. The Five former ‘Walkers wanted to keep their students apart from each other; however five of their students did learn of the other Moxes. The five students and those who followed them were removed from The Moxes by the former ‘Walkers. The students used their removal to their advantage and set up the Five Houses of Magic.
The House Leaders, the five who discovered The Moxes, set up tournaments between their Houses. People from across Dominaria learned of the Houses and their tournaments and came in droves to watch them. Mages within the Houses were getting offers from merchants and traders to help them guard and protect their goods. The House Leaders soon set up rules for commissioning Mages and a schedule for the tournaments. The final tournament for the year was billed to be “The Greatest Magic Battles Ever,” and an entire Festival was set up to coincide with it.
The former ‘Walkers seeing the popularity of the Houses growing decided to let the rest of their students go to the Houses.They let themselves fade into the shadows where they can watch from afar. However they make an agreement with the House Leaders that if the they find a Mage in a House with a Spark that they may ask if they can take and train them to become the next Planeswalkers. The House Leaders knew that they had to agree to this deal because of the ‘Walkers’ power.
For years now the Houses have grown stronger, the tournaments they hold bigger and the Mages in each more and more powerful. More Mages unknowing blessed with the Planeswalker Spark enter the Houses to show off their skills. Ten Guilds were set up between the Houses for crossing the Colors.The former ‘Walkers continue to watch for the ones among the Spark Blessed that may become the next Planeswalkers.
The Five Former ‘Walkers
Serra
Color: White
Homeland: Sursi
Institute of Arcane Study/Mox: Pearl
Institute of Arcane Study/Mox Location: Benalia
Urza
Color: Blue
Homeland: Argive
Institute of Arcane Study/Mox: Sapphire
Institute of Arcane Study/Mox Location: Tolaria
Lord Windgrace
Color: Black
Homeland: Urborg
Institute of Arcane Study/Mox: Jet
Institute of Arcane Study/Mox Location: Urborg
Jaya Ballard
Color: Red
Homeland: Shiv
Institute of Arcane Study/Mox: Ruby
Institute of Arcane Study/Mox Location: Bogarden
Freyalise
Color: Green
Homeland: Storgard
Institute of Arcane Study/Mox: Emerald
Institute of Arcane Study/Mox Location: Llanowar
House Leaders
Gerrard Capashen
Color: White
Homeland: Benalia
House: Benalia Paladins
Tawnos
Color: Blue
Homeland: Tolaria
House: Lat-Nam Wizards
Korlash
Color: Black
Homeland: Urborg
House: Shimia Warlocks
Astor
Color: Red
Homeland: Keld
House: Hammerheim Sorcerers
Mirri
Color: Green
Homeland: Llanowar (adoptive home)
House: Shanodia Druids
Ten Guilds
Azorius
Color: White/ Blue
Leader: Hanna
Boros
Color: White/ Red
Leader: Agrus Kos
Dimir
Color: Blue/ Black
Leader: Circu
Golgari
Color: Black/ Green
Leader: Jarad vod Savo
Gruul
Color: Red/ Green
Leader: Radha
Izzet
Color: Blue/ Red
Leader: Jhoria
Orzhov
Color: White/ Black
Leader: Teysa
Rakdos
Color: Black/Red
Leader: Lyzolda
Selesnya
Color: White/ Green
Leader: Sisay
Simic
Color: Blue/ Green
Leader: Momir Vig
Players start out only knowing Mono-Colored spells.
Players start out as a Hanin or Mage without a House.
All players have a dagger on their person somewhere. This dagger is for use in Melee Combat, Oquorak, and as a tool. It may not be used against creatures.
Starting Satchels contains a max of 5 spells. All Spells must be from Xth
Commons count as 1 of 5
Uncommons count as 2 of 5
Rares count as 3 of 5
The contents of Satchels will be secret, known only to the Player, and I.
One non-basic land in addition (aka:free) to their five spells in their starting satchel. It does go toward your total satchel spell count, however.
A Satchel may hold up to 10 spells at a time. Other spells may be kept in the House that the Mage belongs to.
Any Number of Spells may be kept in the House that a Mage belongs to.
Artifacts count towards your satchel’s spell count.
Artifacts that can be carried, must be carried. They add to your appearance, still count towards your spell count and you must go through the process of playing it normally.
Other Artifacts are kept in a safe place, and the Mage carries an Amulet[or other Magical Item] that can act as a Portal to bring the Artifact to him or her.
Single Spells may be gained via Ante in Combat, Your opponent losing or conceding to you in Non-Tournament Combat, in exchange for services given, as Gifts and Magic Stores.
You start with 50 gold for use in stores and betting on tournament matches.
You may also barter card for card with other players, NPCs and Stores.
Whole Satchels may be gained only though Duels that go to the Death.
Allied Color Guilds may be entered once a Character is Level 3. Upon entry you gain 2 Common spells from the current Extended of the other color of your choice.
Enemy Color Guilds may be entered once your Character is Level 5. Upon entry you gain 2 Common spells from the current Extended of the other color of your choice.
You must gain 4 levels while in a Guild to be allowed to join another Guild.
The Moxes may be entered by invitation only.
Leveling can only be done through combat with NPCs.
One must gain 5 points to go up a level.
Fighting and winning against a Mage at the same level as you gets you 1 point.
A Mage who is below you in level gets you a 1/2 point.
A Mage who is 1 level above you gets you 2 points.
2 levels: 3 points. (You wont fight a mage over 2 levels above you alone)
When fighting as part of a team, all members get 1 point for wining.
You may gain a max of 3 more points based on your participation in the battle
Completing a Quest get you 5 points
Losing a match doesn't effect your points
Targeting requires that you can see your target.
Countering a spells requires that you can see the Mage casting the spell that you wan to counter.
Players CAN move. You can roll, duck, jump, side-step, throw punches, etc. all while having the ability to cast spells.
Bluemage76 focus a Shock spell behind qfx in an attempt to throw his senses off guard. The raging goblin controlled by Bluemage76 jumps at qfx using the diversion to diguise his attack.
His Shock hits me square in the chest and I am knocked back. His Raging Goblin comes in for an attack while I am stunned, but I manage to roll away from it's attack. As I roll I cast a Keldon Marauders to defend me from his Goblin.
Cantrips/Card Drawing: Is about expanding the thoughts. It grants temporary access to a spell that the player doesn't actually know, chosen at random from a list of spells in a color of the casters choice that all have the CMC the draw spell used.
Example: Bob casts a Brainstorm, and chooses blue. For the rest of the duel, Brainstorm would be replaced with a randomly chosen spell that costsU (meaning he has three uses of that spell left, since he's already cast Brainstorm once).
Discard - As each spell in a satchel can be used up to 4 times, discard should simply knock down these uses instead of eliminating a card altogether.
Direct Discard: Have the defending player choose one of the spells in his satchel for each discard. They must be different spells, if possible. Eliminate one use of each spell for this fight (therefore weakening the gem or the caster's will)
Random Discard: Have the two different spells be chosen at random to be reduced (in this case, hitting the same spell more than once should be fine if the random discard happens more than once).
Scry: Grants an additional use of a single spell in your satchel, provided that the next spell you cast, is that spell.
As a note, the five spells from Future Sight that interact with the casting cost of the scryed spells don't actually do anything, since casting cost isn't really something that is easily translated.
For example, Bob the Mage casts a Serum Visions, and chooses blue (card draw, remember). He is assigned Brainstorm as his spell, and he can now give his next spell a free use. He decides to give his free use to Brainstorm, so that he can now cast Brainstorm 4 times, rather than 3.
Forecast: A cost you must pay at the beginning of your turn/post, as an ability as long as you still have a copy of the spell. It will work as an alternative variation on the spell. It can't be played in response to an action
Milling Cards, and Tutor Cards are out.
Dredge is a type of Milling, thus it can't be used
Wish cards may still be used as players may own spells that they don’t keep in their Satchel.
Hellbent: Instead is having to have no cards in hand, have only half of your total spells left. For 5 spells at 4 of (20 spells) you would be Hellbent at 10 spells.
All other things concerning Hand size have no effect (for now).
Equip: only creatures may be equipped (for now)
Some Enchantments [Both normal and Auras] appear in the place of Combat.
Abyss: A dark portal appearing overhead and a 'ghost-like arm' coming down to destroy the creatures
Spells can affect the Combat area.
Fissure gets casted and it does open a fissure in the ground to bury a creature
No Legendary Cards may be put into starting Spell Books.
Legendary Creature may not be put into Spell Books. Legendary Creatures will show up in the Story.
Legendary Artifacts may only be put into a Spell Book after they are found. Only one may exist in a story.
Legendary Land may only be put into a Spell Book after the Character has gone there.
Players must keep track of their life total, the lands that they have in play, Number of spells left and number of cards in their Graveyard.
Tournament Combat has three types and can take place in one of three types of Arenas.
A Judge who stands on the outside of the Arena decides who wins.
All Arena types have ‘Magic Boxes’ either just outside or just inside.
At the beginning of a Fight, while inside the Box a Mage may draw on up to 2 Mana to using during their first turn, but before they play a land.
Any one named spell may only be played four times per fight.
One Land may be played each turn. You merely have to clearly state that you are summoning a land. Lands don't affect the Environment.
Man-Lands:
Tournament: Play the land as normal. When it is turned into a creature treat as a normal creature with haste.
Types of Arenas
Closed ‘Magic Circle’: Traditional Arena type. A Magic Circle is drawn in the ground by the Judge. Spells cease to exist once they reach the edge of the Circle.
The ‘Magic Box’ is on the outside of the Circle. Stepping outside of the Circle is considered a loss.Circle diameter is 150 feet.
Pit: Permanent ‘Magic Circle’ with a pit dug around it. The pit may or may not contain something to punish those who fall into it. Small Bridges are put across the pit to allow the Mages across. The ‘Magic Box’ in of the Bridge. The Bridges are removed after combat has started. Circle diameter is 300 feet.
Full Wall: Permanent Arenas where the Walls have been made into a ‘Magic Circle.’ There is no “Ring-Out’ in this kind of Arena. The ‘Magic Box’ is just inside the Arena. Circle diameter is 600 feet.
Types of Combat:
Traditional: The goal in this type to deal 15 points of damage to your opponent. One Spell Antes are made, but this may be waved if both agree. There is no Killing in this type of Combat.
Death Match: The goal in this type to deal twenty points of damage to your opponent. Entire Spell Books are Anted and this may not be waved. Death is very possible. Only allowed in very rare cases.
Melee: Only daggers can be used here. The goal in this type is to deal 15 points of damage to you opponent. No Antes are made. No Killing allowed.
Players must keep track of their life total, the lands that they have in play, Number of spells left and number of cards in their Graveyard.
Non-Tournament Combat is much more dangerous than Tournament Combat.
There is only one Rule here Survive.
Non-Tournament Combat can result in death. However most simple Mage vs. Mage Battles will end with one conceding and the other getting a spell of his or her choice from them.
Any named spell may be used up to 4 times per Combat.
As soon as Combat begins Character may start playing Lands one per turn. You merely have to clearly state that you are summoning a land. Lands that are used affect the Environment.
Basic Lands:In non-tournament:
Island: creates a small ring of water around where the player who put it into play is.
Plains: Flattens out the land
Swamp: Turns the area into a muddy bog
Mountain: Makes the area extreme hilly
Forest: Add trees to the landscape
Man-Lands:
Non-Tournament: Play the land as normal and a representation shows up on the field. Turn it into a creature and comes out of the representation to attack.
The World map is the same as normal Dominaria.
Traveling the World is done by the most traditional means, such as walking, horse back, and boat.
One can also use their spells to travel. Flight spells can get you from place to place. One could also summon a creature that is large enough to ride and use it to travel on.
While traveling the World one would meet up with other Players, and Legendary Creatures.
Meeting other players may bring about alliances or conflict, the choice is in how you play it out.
Traveling around the World is how you gain access to Non-Basic Lands, find shops selling Spells and so forth.
Players may be asked to work via commission for Person, Village, Town, Kingdom, Etc.
All Commission are done through the House that the Mage belongs to.
Your House may send you out on Quests that you must complete.
Commissions and House Quests may be as simple as moving an item from one place to another or as complex as sneaking into a heavily guarded Castle during a time of to kill off their best mage or knight.
Things such as gold or spells may be given as reward for completing a Commission or House Quest.
Hanin: A Mage without a House.
Oquorak: Another type of formal Combat, preformed mostly by Non-Mages. The Fighters start by tying their right hands to each other by a length of one-fathom rope, while holding Daggers in their left hands. The goal is to score Blood 3 times. Only Slashing moves may be used, no Stabbing allowed.
Sessan: A Mage's Sense of Honor and Pride
Pilgrimage: Is a Learning Experience that sends Mages out to Villages to help and do good [yes, this includes Warlocks/Black Mages]. The normal time period is 3 months. This must be done once a year until the Mage is level 5; after that time it must be done every 3 years.
As I said there, I am really really interested in this. I think that it'll have some strange little kinks to work out, but could be quite cool to mess about with. I'll post a more in-depth analysis later.
I have also read Arena...I love that book. If you need any help in getting this started, ideas and the like, just let me know. But I also want to reserve a spot. Because this sounds wicked.
Time Manipulation Device Mark Three: Hour Glass Reversal
Idea was found looking into the past useing the time turner to go to egypt. After study have made improvments to device and are ready for testing. Waiting for Slaker to come back to throw him through it. I hope he turns out better then the elf i captured.
Decks UR Delver UB Dredge WB Tokens UR Moderns Storm
i think i can help with that but see i work better if the game is running. that way you see your ground rules set (he has done a wonderful job of doing) and you have your game going. when you find a problem you hammer it out right there. thats how i work best but what ever the DM/GM desides is his choice and well i would go with it.
Time Manipulation Device Mark Three: Hour Glass Reversal
Idea was found looking into the past useing the time turner to go to egypt. After study have made improvments to device and are ready for testing. Waiting for Slaker to come back to throw him through it. I hope he turns out better then the elf i captured.
Decks UR Delver UB Dredge WB Tokens UR Moderns Storm
Yeah. Just figured I'd point that out. I personally see some issues with it, like the fact that a good number of spells are hard to figure out (what does card draw actually do, for example? Give you an extra mana or something? Then all draw turns into rituals... and that's not right!). See, there are some mechanical questions, though it could be VERY cool.
i think the best thing to do is to out line every spell in magic (note this could take a lot of time) and take out the ones that just dont work well with the game. has anyone plaayed the Magic RPG game for PC the game style was very good but it was very unfair if you were G or R.
Time Manipulation Device Mark Three: Hour Glass Reversal
Idea was found looking into the past useing the time turner to go to egypt. After study have made improvments to device and are ready for testing. Waiting for Slaker to come back to throw him through it. I hope he turns out better then the elf i captured.
Decks UR Delver UB Dredge WB Tokens UR Moderns Storm
Hmmm. Maybe this will become a fun side project. Just go through sets one by one and comb out the spells that pose issues (like Hectomb or Epicenter or Balance or New Frontiers or Island) Fun thoughts there.
Thanks for all of the interest in my Idea. I am glad to see that so many people/ potential players who like it. I am Not currently taking Character Applications. I am mainly interested in Hammering out Rules Details so nothing totally degenerate happens.
With Life totals in normal Tournament Duels being only 10 and players starting with 3 Mana in their Pool, this can lead to some quick and uninteresting Fights. Nothing against you Niv-Mizzet324, thats just too powerful to start out with. Later in the game with Level 10+ Characters, sure but at Level 1 it is just wrong.
I am going to Errata some things in my First Post and Add some other things.
As an interesting note, I question this rule: "Legendary Creature may not be put into Spell Books" It makes some sense, but then again, what about allowing players to summon Legends after they've met them? Like, you're adventuring, and you meet (and recognize, which might be harder than it seems) Kamahl, Pit Fighter. You befriend him, and he permits you to summon him at times (thus letting you scribe the ultra-rare spell, Kamahl, Pit Fighter, into your spellbook). I think this could make some sense, but you'd HAVE to meet them legend in question (it allows for good times with the legendary creatures from the Legends set... "I summon Lady Orca!" "Uh... what?")
Also, how does playing a land work? If I say, play an Island and do nothing more, what actually happens in the duel? Does the arena on my side reshape to be an island? Am I suddenly swimming? Or does nothing actually happen?
How do world enchantments function? I'd imagine they change the environment (so if I played The Abyss, an actually abyss would open up beneath the duelists feet, swallowing a creature a round, but ignoring the actual mages, so somesuch).
Can spells interact with the environment? Ie. can I cast Beacon of Destruction targeting the ground beneath my opponent, so that he's knocked off balance, and then follow up with a Spark Elemental to the face before he can regain his footing?
Wow... I have a lot of questions, and few answers.
The easiest way for him to explain this to you would be exerpts from the book..if you can find some from the arena fights, then it would be fairly easy to understand.
Well for one, lands really do affect your arena. Like for instance. The hero in the novel, Garth uses UG spells. When he duels, the forests are trees that cover his half of the arena. The more forests he summons the more mana he gets, and the more trees there are. It is also more "interactive" than the magic we play. When one person fighting Garth sends a bigger creature in, it has to tear down Garths trees. Due to this, Garth's mana starts to decrease, yet he summons more and more trees to slow the monster down and stabilize his mana. Smaller creatures his opponent had summoned just went through the trees, only to be met by garth's creatures. More in a minute.
Ok, that's sorta how I envisioned it. Seems pretty damned cool too. How do lands interact: (ie. if I summoned a Forest, then a Tendo Ice Bridge, would the Ice Bridge have trees covering it? Stuff like that.)
@Archaic Guildmage: That only happened in one fight I believe. It was the Fight against Naru in the Arena. Garth summoned a Wall of Wood to stop Naru's War Mammoth.
@BloodyDoves: As cool as it would be Lands are just used, they never actually appear in the Arena. Controlling Legends is something that I just don't think should happen. Enchantments do appear, in the case of the Abyss I can envision a dark portal appearing overhead and a 'ghost-like arm' coming down to destroy the creatures. Spells can interact with the environment, an example from the book is where Fissure gets casted and it does open a fissure in the ground to bury a creature [and kill a few mages]
Answers to some of your first Questions:
Draw spells just lets you draw a card as they would normally
Hecatomb : I see no problems with this card. You would play it, sac 4 creatures, and then be able to use the ability. Obviously you must say what kind of Land you play and keep track of them.
Epicenter : I do admit that LD will be weak in this game but it can be done. Cards in Graveyards will be kept track up just as in normal magic.
Balance : Again the LD part doesn't really do anything, but the rest of it would work just fine.
New Frontiers : I can see were you would find issue with this one. I can see it working though. You would play it, each player would put X basic lands into play that are tapped and it would end there.
Island : These are BANNED!!! J/K You just say that you play a island.
Well, lands could appear as part of the enviroment. It sorta makes sense, and would be way more interesting.
How do you draw cards...? There are no cards to draw, since all the spells are up in your character's brain, being cast from memory and stuff. <_< Drawing cards... doesn't do anything... <_<
The Legend thing would be problematic, but I can see it happening as a super rare occurance, maybe like a whole quest is to hunt down and impress a certain legend (like, say Arcanis the Omnipotent) so that they'll agree to come to your aid in some huge epic battle or something. Just a thought.
Note: I'm mostly wondering how the in-game effects would work, not the mechanics (we all know how Magic is played and stuff, not an issue).
@Bluemage76: Thanks for the App. but I am currently not taking any.
@BloodyDoves: I guess that are correct on the draw spells, they wouldn't do much of anything :p. Lands could appear as part of the environment, but I only see it working in Non-Tournament Combat.
I don't see the Legend thing being a problem. Legends will meet and interact with the players. Some will be there to help, some to harm, and other just to move the story along. I mean consider that only real game Legends run the Houses and Guilds. But, they can't be in spell books.
What exactly do you see wrong with the cards you mentioned in the game?
Oh yeah...lol I hadn't read in since like 3 years ago. Kinda vauge. But...one question right now. Are you not doing the gems? Cause that was one of the coolest things about combat and stuff.
You know, they carry around the pouches that hold their spells...The spells they carry are what they can cast. When matches were won mages lost all or one of their gems. If you killed your opponent you won their gems.
Their Spell Satchels, Were they keep the Gems and Amulets that 'contain' their spells. Yes, thank you, using that sounds better to me then them having all their spells in their minds.
As for those cards, I was just throwing stuff out there that may not be used, or is hard to deal with. For example, Hecatomb is annoying since it requires four creatures, and then nothing but swamps. I was tying it into "well, how do lands work", so if that is fixed, then Hecatomb isn't much issue, just rarely used.
LD in general is gonna be pretty damned lame, unless the land aspects manifest on the battle-field. See why I'm pushing that idea? It gives LD a meaning, since now, a Stone Rain takes away that home field advantage (somewhat), and an Epicenter completely wipes the field. Armageddon has a whole new meaning. Without the lands manifesting, LD does nothing, which sucks.
Discard... is hard to adjucate. How does it work, if you have no cards in hand? I can see all discards reading: "lose access to one spell of your choice for the rest of the battle" but then a discard spellbook just powers through everyone. Imagine, Duress-->Hymn to Tourach-->Mind Rot-->Persecute. Even at only one spell negated per discard (which makes most discard seem ******), this would take four spells from the opponent, which is just downright BRUTAL.
The discard element, plus the LD element is what concerns me about Balance. The creature thing is easily resolved.
New Frontiers is just... well, blah. Once more, the land thing. If lands are made to manifest, New Frontiers is amazing.
I'll think of more stuff to look at later.
EDIT: One gem per spell known is pretty cool. I like that idea actually.
The plane that it takes place on is an alternate Dominaria.
Years ago a great evil force came to Dominaria to take all of its Mana. This force was led by Yawgmoth. Yawgmoth has been leading his contingent of Mages across the Multi-verse forcibly taking over each Plane they come across. They used the Mana from each Plane they conquered to help in the conquest of the next one they find. Because of the threat that Yawgmoth is the Five Planeswalkers put aside their differences in order to defend the Plane that they love.
The battles between the Five and Yawgmoth depleted Dominaria’s Mana greatly. The Five ‘Walkers mainly having control over Mana from just Dominaria were slowly losing ground to Yawgmoth’s forces. They could see that they wouldn’t be able to defeat Yawgmoth at this time, so they made a bold move. The Five gave up their Sparks in order to create a spell that would protect Dominaria from an invasion by Yawgmoth so long as there were not more than Four Planeswalkers on the Plane at one time.
After they cast their spell the Five knew that they must prepare a new generation of Mages with Planeswalker Sparks. To do this each one went to a different point on the Plane to find Mages and set up Institutes of Arcane Studies. They knew that among the Mages that would join there would have to be a select few with the Spark, and that the Institutes would be the best way to find them. Once found the Five would help each of them to master all of the Colors of Magic and hopefully ignite their Sparks.
Over time the Five Institutes became known as The Moxes. The Five former ‘Walkers wanted to keep their students apart from each other; however five of their students did learn of the other Moxes. The five students and those who followed them were removed from The Moxes by the former ‘Walkers. The students used their removal to their advantage and set up the Five Houses of Magic.
The House Leaders, the five who discovered The Moxes, set up tournaments between their Houses. People from across Dominaria learned of the Houses and their tournaments and came in droves to watch them. Mages within the Houses were getting offers from merchants and traders to help them guard and protect their goods. The House Leaders soon set up rules for commissioning Mages and a schedule for the tournaments. The final tournament for the year was billed to be “The Greatest Magic Battles Ever,” and an entire Festival was set up to coincide with it.
The former ‘Walkers seeing the popularity of the Houses growing decided to let the rest of their students go to the Houses.They let themselves fade into the shadows where they can watch from afar. However they make an agreement with the House Leaders that if the they find a Mage in a House with a Spark that they may ask if they can take and train them to become the next Planeswalkers. The House Leaders knew that they had to agree to this deal because of the ‘Walkers’ power.
For years now the Houses have grown stronger, the tournaments they hold bigger and the Mages in each more and more powerful. More Mages unknowing blessed with the Planeswalker Spark enter the Houses to show off their skills. Ten Guilds were set up between the Houses for crossing the Colors.The former ‘Walkers continue to watch for the ones among the Spark Blessed that may become the next Planeswalkers.
The Five Former ‘Walkers
Serra
Color: White
Homeland: Sursi
Institute of Arcane Study/Mox: Pearl
Institute of Arcane Study/Mox Location: Benalia
Urza
Color: Blue
Homeland: Argive
Institute of Arcane Study/Mox: Sapphire
Institute of Arcane Study/Mox Location: Tolaria
Lord Windgrace
Color: Black
Homeland: Urborg
Institute of Arcane Study/Mox: Jet
Institute of Arcane Study/Mox Location: Urborg
Jaya Ballard
Color: Red
Homeland: Shiv
Institute of Arcane Study/Mox: Ruby
Institute of Arcane Study/Mox Location: Bogarden
Freyalise
Color: Green
Homeland: Storgard
Institute of Arcane Study/Mox: Emerald
Institute of Arcane Study/Mox Location: Llanowar
House Leaders
Gerrard Capashen
Color: White
Homeland: Benalia
House: Benalia Paladins
Tawnos
Color: Blue
Homeland: Tolaria
House: Lat-Nam Wizards
Korlash
Color: Black
Homeland: Urborg
House: Shimia Warlocks
Astor
Color: Red
Homeland: Keld
House: Hammerheim Sorcerers
Mirri
Color: Green
Homeland: Llanowar (adoptive home)
House: Shanodia Druids
Ten Guilds
Azorius
Color: White/ Blue
Leader: Hanna
Boros
Color: White/ Red
Leader: Agrus Kos
Dimir
Color: Blue/ Black
Leader: Circu
Golgari
Color: Black/ Green
Leader: Jarad vod Savo
Gruul
Color: Red/ Green
Leader: Radha
Izzet
Color: Blue/ Red
Leader: Jhoria
Orzhov
Color: White/ Black
Leader: Teysa
Rakdos
Color: Black/Red
Leader: Lyzolda
Selesnya
Color: White/ Green
Leader: Sisay
Simic
Color: Blue/ Green
Leader: Momir Vig
Players start out only knowing Mono-Colored spells.
Players start out as a Hanin or Mage without a House.
All players have a dagger on their person somewhere. This dagger is for use in Melee Combat, Oquorak, and as a tool. It may not be used against creatures.
Starting Satchels contains a max of 5 spells. All Spells must be from Xth
One non-basic land in addition (aka:free) to their five spells in their starting satchel. It does go toward your total satchel spell count, however.
A Satchel may hold up to 10 spells at a time. Other spells may be kept in the House that the Mage belongs to.
Any Number of Spells may be kept in the House that a Mage belongs to.
Artifacts count towards your satchel’s spell count.
Artifacts that can be carried, must be carried. They add to your appearance, still count towards your spell count and you must go through the process of playing it normally.
Other Artifacts are kept in a safe place, and the Mage carries an Amulet[or other Magical Item] that can act as a Portal to bring the Artifact to him or her.
Single Spells may be gained via Ante in Combat, Your opponent losing or conceding to you in Non-Tournament Combat, in exchange for services given, as Gifts and Magic Stores.
You start with 50 gold for use in stores and betting on tournament matches.
You may also barter card for card with other players, NPCs and Stores.
Whole Satchels may be gained only though Duels that go to the Death.
Allied Color Guilds may be entered once a Character is Level 3. Upon entry you gain 2 Common spells from the current Extended of the other color of your choice.
Enemy Color Guilds may be entered once your Character is Level 5. Upon entry you gain 2 Common spells from the current Extended of the other color of your choice.
You must gain 4 levels while in a Guild to be allowed to join another Guild.
The Moxes may be entered by invitation only.
One must gain 5 points to go up a level.
Fighting and winning against a Mage at the same level as you gets you 1 point.
A Mage who is below you in level gets you a 1/2 point.
A Mage who is 1 level above you gets you 2 points.
2 levels: 3 points. (You wont fight a mage over 2 levels above you alone)
When fighting as part of a team, all members get 1 point for wining.
You may gain a max of 3 more points based on your participation in the battle
Completing a Quest get you 5 points
Losing a match doesn't effect your points
Targeting requires that you can see your target.
Countering a spells requires that you can see the Mage casting the spell that you wan to counter.
Players CAN move. You can roll, duck, jump, side-step, throw punches, etc. all while having the ability to cast spells.
Milling Cards, and Tutor Cards are out.
Dredge is a type of Milling, thus it can't be used
Wish cards may still be used as players may own spells that they don’t keep in their Satchel.
Hellbent: Instead is having to have no cards in hand, have only half of your total spells left. For 5 spells at 4 of (20 spells) you would be Hellbent at 10 spells.
All other things concerning Hand size have no effect (for now).
Equip: only creatures may be equipped (for now)
Some Enchantments [Both normal and Auras] appear in the place of Combat.
No Legendary Cards may be put into starting Spell Books.
Legendary Creature may not be put into Spell Books. Legendary Creatures will show up in the Story.
Legendary Artifacts may only be put into a Spell Book after they are found. Only one may exist in a story.
Legendary Land may only be put into a Spell Book after the Character has gone there.
Players must keep track of their life total, the lands that they have in play, Number of spells left and number of cards in their Graveyard.
Tournament Combat has three types and can take place in one of three types of Arenas.
A Judge who stands on the outside of the Arena decides who wins.
All Arena types have ‘Magic Boxes’ either just outside or just inside.
At the beginning of a Fight, while inside the Box a Mage may draw on up to 2 Mana to using during their first turn, but before they play a land.
Any one named spell may only be played four times per fight.
One Land may be played each turn. You merely have to clearly state that you are summoning a land. Lands don't affect the Environment.
Man-Lands:
Players must keep track of their life total, the lands that they have in play, Number of spells left and number of cards in their Graveyard.
Non-Tournament Combat is much more dangerous than Tournament Combat.
There is only one Rule here Survive.
Non-Tournament Combat can result in death. However most simple Mage vs. Mage Battles will end with one conceding and the other getting a spell of his or her choice from them.
Any named spell may be used up to 4 times per Combat.
As soon as Combat begins Character may start playing Lands one per turn. You merely have to clearly state that you are summoning a land. Lands that are used affect the Environment.
Basic Lands:In non-tournament:
The World map is the same as normal Dominaria.
Traveling the World is done by the most traditional means, such as walking, horse back, and boat.
One can also use their spells to travel. Flight spells can get you from place to place. One could also summon a creature that is large enough to ride and use it to travel on.
While traveling the World one would meet up with other Players, and Legendary Creatures.
Meeting other players may bring about alliances or conflict, the choice is in how you play it out.
Traveling around the World is how you gain access to Non-Basic Lands, find shops selling Spells and so forth.
Players may be asked to work via commission for Person, Village, Town, Kingdom, Etc.
All Commission are done through the House that the Mage belongs to.
Your House may send you out on Quests that you must complete.
Commissions and House Quests may be as simple as moving an item from one place to another or as complex as sneaking into a heavily guarded Castle during a time of to kill off their best mage or knight.
Things such as gold or spells may be given as reward for completing a Commission or House Quest.
Hanin: A Mage without a House.
Oquorak: Another type of formal Combat, preformed mostly by Non-Mages. The Fighters start by tying their right hands to each other by a length of one-fathom rope, while holding Daggers in their left hands. The goal is to score Blood 3 times. Only Slashing moves may be used, no Stabbing allowed.
Sessan: A Mage's Sense of Honor and Pride
Pilgrimage: Is a Learning Experience that sends Mages out to Villages to help and do good [yes, this includes Warlocks/Black Mages]. The normal time period is 3 months. This must be done once a year until the Mage is level 5; after that time it must be done every 3 years.
The Idea for this RPG came from the Magic:the Gathering-Arena Book
Looks like I'm back on my own with this. Peace Out BloodyDoves.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Thanks a ton to Spiderboy4 at High~Light Studios!
Name: Drake
Age: 24
Gender: Male
Starting House: Red
Starting Spells:
Chain Lightning (Legends Common)
Electrostatic Bolt (Mirridin Common)
Ragging Goblin (Xth Common)
Flame Core Elemental (Time Spiral Common)
Lightning Bolt (Beta Common)
Just what im getting from what you have posted already if this is what your looking for then im game
The Izzet League Pyros Welcome
High Mage of Time Manipulation in the IzzetLeague
Time Manipulation Device Mark Three: Hour Glass Reversal
Idea was found looking into the past useing the time turner to go to egypt. After study have made improvments to device and are ready for testing. Waiting for Slaker to come back to throw him through it. I hope he turns out better then the elf i captured.
Decks
UR Delver
UB Dredge
WB Tokens
UR Moderns Storm
I think he wanted to work on hammering things out with the details and how stuff would work, etc. I am going off of this:
from the first post on this page. Just a thought guys.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
The Izzet League Pyros Welcome
High Mage of Time Manipulation in the IzzetLeague
Time Manipulation Device Mark Three: Hour Glass Reversal
Idea was found looking into the past useing the time turner to go to egypt. After study have made improvments to device and are ready for testing. Waiting for Slaker to come back to throw him through it. I hope he turns out better then the elf i captured.
Decks
UR Delver
UB Dredge
WB Tokens
UR Moderns Storm
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
The Izzet League Pyros Welcome
High Mage of Time Manipulation in the IzzetLeague
Time Manipulation Device Mark Three: Hour Glass Reversal
Idea was found looking into the past useing the time turner to go to egypt. After study have made improvments to device and are ready for testing. Waiting for Slaker to come back to throw him through it. I hope he turns out better then the elf i captured.
Decks
UR Delver
UB Dredge
WB Tokens
UR Moderns Storm
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Which one? Shandalar?
Oh, btw, this is very interesting :).
I'll check it up and read the rules much later. I am rather occupied right now.
Just wanna say WOW.
We'll make you an offer you can't refuse.
Hosting: Vista Mafia
Hosted: Intrigue Mafia (Mini), Seance #43 (Basic), Conflux Mafia (Normal), Goo Mafia (FTQ), Experiment #26 (Basic)
Ongoing/Completed - 0/41
Town/Mafia/SK/Survivor - 30/6/4/1
NKed/Lynched/Survived - 15/11/15
For Example:
With Life totals in normal Tournament Duels being only 10 and players starting with 3 Mana in their Pool, this can lead to some quick and uninteresting Fights. Nothing against you Niv-Mizzet324, thats just too powerful to start out with. Later in the game with Level 10+ Characters, sure but at Level 1 it is just wrong.
I am going to Errata some things in my First Post and Add some other things.
Edit: Erratas done for the moment
Also, how does playing a land work? If I say, play an Island and do nothing more, what actually happens in the duel? Does the arena on my side reshape to be an island? Am I suddenly swimming? Or does nothing actually happen?
How do world enchantments function? I'd imagine they change the environment (so if I played The Abyss, an actually abyss would open up beneath the duelists feet, swallowing a creature a round, but ignoring the actual mages, so somesuch).
Can spells interact with the environment? Ie. can I cast Beacon of Destruction targeting the ground beneath my opponent, so that he's knocked off balance, and then follow up with a Spark Elemental to the face before he can regain his footing?
Wow... I have a lot of questions, and few answers.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Thanks a ton to Spiderboy4 at High~Light Studios!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
Thanks a ton to Spiderboy4 at High~Light Studios!
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
@BloodyDoves: As cool as it would be Lands are just used, they never actually appear in the Arena. Controlling Legends is something that I just don't think should happen. Enchantments do appear, in the case of the Abyss I can envision a dark portal appearing overhead and a 'ghost-like arm' coming down to destroy the creatures. Spells can interact with the environment, an example from the book is where Fissure gets casted and it does open a fissure in the ground to bury a creature [and kill a few mages]
Answers to some of your first Questions:
Draw spells just lets you draw a card as they would normally
Hecatomb : I see no problems with this card. You would play it, sac 4 creatures, and then be able to use the ability. Obviously you must say what kind of Land you play and keep track of them.
Epicenter : I do admit that LD will be weak in this game but it can be done. Cards in Graveyards will be kept track up just as in normal magic.
Balance : Again the LD part doesn't really do anything, but the rest of it would work just fine.
New Frontiers : I can see were you would find issue with this one. I can see it working though. You would play it, each player would put X basic lands into play that are tapped and it would end there.
Island : These are BANNED!!! J/K You just say that you play a island.
Age: 22
House: Tawnos House
Spellbook:
Counterspell
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
How do you draw cards...? There are no cards to draw, since all the spells are up in your character's brain, being cast from memory and stuff. <_< Drawing cards... doesn't do anything... <_<
The Legend thing would be problematic, but I can see it happening as a super rare occurance, maybe like a whole quest is to hunt down and impress a certain legend (like, say Arcanis the Omnipotent) so that they'll agree to come to your aid in some huge epic battle or something. Just a thought.
Note: I'm mostly wondering how the in-game effects would work, not the mechanics (we all know how Magic is played and stuff, not an issue).
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
@BloodyDoves: I guess that are correct on the draw spells, they wouldn't do much of anything :p. Lands could appear as part of the environment, but I only see it working in Non-Tournament Combat.
I don't see the Legend thing being a problem. Legends will meet and interact with the players. Some will be there to help, some to harm, and other just to move the story along. I mean consider that only real game Legends run the Houses and Guilds. But, they can't be in spell books.
What exactly do you see wrong with the cards you mentioned in the game?
Thanks a ton to Spiderboy4 at High~Light Studios!
Edit: The gems are the spells
Thanks a ton to Spiderboy4 at High~Light Studios!
Going to Errata things again.
LD in general is gonna be pretty damned lame, unless the land aspects manifest on the battle-field. See why I'm pushing that idea? It gives LD a meaning, since now, a Stone Rain takes away that home field advantage (somewhat), and an Epicenter completely wipes the field. Armageddon has a whole new meaning. Without the lands manifesting, LD does nothing, which sucks.
Discard... is hard to adjucate. How does it work, if you have no cards in hand? I can see all discards reading: "lose access to one spell of your choice for the rest of the battle" but then a discard spellbook just powers through everyone. Imagine, Duress-->Hymn to Tourach-->Mind Rot-->Persecute. Even at only one spell negated per discard (which makes most discard seem ******), this would take four spells from the opponent, which is just downright BRUTAL.
The discard element, plus the LD element is what concerns me about Balance. The creature thing is easily resolved.
New Frontiers is just... well, blah. Once more, the land thing. If lands are made to manifest, New Frontiers is amazing.
I'll think of more stuff to look at later.
EDIT: One gem per spell known is pretty cool. I like that idea actually.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!